Tekamthi
Emperor
- Joined
- Aug 12, 2016
- Messages
- 1,941
From original proposal:
The discussion when this specific aspect passed touched on attempting to make the ancient ruins and exploration a bit more of a recon mini-game and more fun -- in this regard I think most agree the change was... underwhelming. But reverting back to previous state with no other change leaves us back with that initial desire.
Whether we revert or not, this mini-game aspect could be achieved via feature that already exists in civ 5: the conquest of the new world scenario has "treasure" units, essentially civilians that must be moved back to capital to reap their yields.
This is a co-proposal to 7-18, not a counter. 7-27 should be considered alongside as well.
Proposal:
Adapt the new world treasure units to VP's ancient ruins:
In the fifth session, a proposal was passed to rebalance ancient ruins and overall smooth their power, which was great. However, lumped in with those changes was the change that only recon units can pick them up, which was less great. This proposal aims to (mostly) revert that aspect only
The discussion when this specific aspect passed touched on attempting to make the ancient ruins and exploration a bit more of a recon mini-game and more fun -- in this regard I think most agree the change was... underwhelming. But reverting back to previous state with no other change leaves us back with that initial desire.
Whether we revert or not, this mini-game aspect could be achieved via feature that already exists in civ 5: the conquest of the new world scenario has "treasure" units, essentially civilians that must be moved back to capital to reap their yields.
This is a co-proposal to 7-18, not a counter. 7-27 should be considered alongside as well.
Proposal:
Adapt the new world treasure units to VP's ancient ruins:
- clearing ancient ruins doesn't give immediate yields, instead spawns civilian unit that must carry the yields back to capital
- ruin unit is assigned existing treasure AI
- ruin unit gains movement of any military unit stacked on it, otherwise base 2 moves
- ruin unit half moves in enemy territory, but can ever rival without war dec
- ruin unit is capturable by all units, like a worker
- ruin unit invisible unless rival unit adjacent (like submarine)
- ruin unit spawns with orders to return to capital already-applied: clicking for new orders only necessary if player wants to deviate the route etc.
- ruin unit gains any embarkation ability of the unit that unlocks it from the ruins, otherwise just follows player's global embarkation status
- the straight numerical yields are just attached to the ruin unit's arrival in capital
- upgrade ruin does not spawn ruin unit, instead flags the unlocking unit as upgradeable regardless if tech is available, but still requiring the $$ and movement back to friendly
- map ruin works same as before, no change
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